15,702 research outputs found
Investigating the Drivers & Challenges of Implementing Immersive Sensory Technology within Construction Site Safety
The use of immersive sensory technology for safety management is generally shown positively in academic literature. Many researchers have demonstrated applications of this technology for improving safety training in a risk-free environment. Despite the reported benefits and a global pandemic forcing the digital agenda, the uptake of this technology for this purpose remains slow. This study aims to investigate current drivers and challenges of implementing this technology for safety from an industry-based perspective. To achieve this, qualitative data was collected through 4 online focus groups involving 21 industry professionals working within the field. The findings identified that even amongst these experts, the technology was rarely implemented on projects specifically for safety. Despite this lack of adoption, participants agreed that if implemented correctly this technology has the potential to enhance site safety processes such as inductions, toolbox talks and general safety training. The commitment to safety and legislative requirements were identified as key drivers, whilst deep rooted challenges surrounding client demand, costs and leadership dominated the discussion. The onsite practicalities, personal comfort and lack of digital skills were also identified as concerns if this technology was to be adopted more mainstream in safety training. Further recommendations are made to develop understanding of these specific challenges, including investigating the industry need and availability of specific skills in immersive safety applications. In addition, it is recommended that further empirical evidence including the impact of this technology when implemented for safety on projects is provided in literature
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Co-design As Healing: Exploring The Experiences Of Participants Facing Mental Health Problems
This thesis is an exploration of the healing role of co-design in mental health. Although co-design projects conducted within mental health settings are rising, existing literature tends to focus on the object of design and its outcomes while the experiences of participants per se remain largely unexplored. The guiding research question of this study is not how we design things that improve mental health, but how co-designing, as an act, might do so.
The thesis presents two projects that were organized in collaboration with the mental health charity Islington Mind and the Psychosis Therapy Project (PTP) in London.
The project at Islington Mind used a structured design process inviting participants to design for wellbeing. A case study analysis provides insights on how participants were impacted, summarizing key challenges and opportunities.
The design at PTP worked towards creating a collective brief in an emergent fashion, finally culminating in a board game. The experiences of participants were explored through Interpretative Phenomenological Analysis (IPA), using semi-structured interview data. The analysis served to identify key themes characterising the experience of co-design such as contributing, connecting, thinking and intentioning. In addition, a mixed-methods analysis of questionnaires and interview data exploring participants' wellbeing, showed that all participants who engaged fairly consistently in the project improved after the project ended, although some participants' scores returned to baseline six months later.
Reflecting on both projects, an approach to facilitation within mental health is outlined, detailing how the dimensions of weaving and layered participation, nurturing mattering and facilitating attitudes interlace. This contribution raises awareness of tacit dimensions in the practice of facilitation, articulating the nuances of how to encourage and sustain meaningful and ethical engagement and offering insights into a range of tools. It highlights the importance of remaining reflexive in relation to attitudes and emotions and discusses practical methodological and ethical challenges and ways to resolve them which can be of benefit to researchers embarking on a similar journey.
The thesis also offers detailed insights on how methodologies from different fields were integrated into a whole, arguing for transparency and reflexivity about epistemological assumptions, and how underlying paradigms shift in an interdisciplinary context.
Based on the overall findings, the thesis makes a case for considering design as healing (or a designerly way of healing), highlighting implications at a systems, social and individual level. It makes an original contribution to our understanding of design, highlighting its healing character, and proposes a new way to support mental health. The participants in this study not only had increased their own wellbeing through co-designing, but were also empowered and contributed towards healing the world. Hence, the thesis argues for a unique, holistic perspective of design and mental health, recognizing the interconnectedness of the individual, social and systemic dimensions of the healing processes that are ignited
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Enhancement Approach: Success Stories of EFL Teachers from Bangladesh and Nepal
Walking with the Earth: Intercultural Perspectives on Ethics of Ecological Caring
It is commonly believed that considering nature different from us, human beings (qua rational, cultural, religious and social actors), is detrimental to our engagement for the preservation of nature. An obvious example is animal rights, a deep concern for all living beings, including non-human living creatures, which is understandable only if we approach nature, without fearing it, as something which should remain outside of our true home. âWalking with the earthâ aims at questioning any similar preconceptions in the wide sense, including allegoric-poetic contributions. We invited 14 authors from 4 continents to express all sorts of ways of saying why caring is so important, why togetherness, being-with each others, as a spiritual but also embodied ethics is important in a divided world
How to Be a God
When it comes to questions concerning the nature of Reality, Philosophers and Theologians have the answers.
Philosophers have the answers that canât be proven right. Theologians have the answers that canât be proven wrong.
Todayâs designers of Massively-Multiplayer Online Role-Playing Games create realities for a living. They canât spend centuries mulling over the issues: they have to face them head-on. Their practical experiences can indicate which theoretical proposals actually work in practice.
Thatâs todayâs designers. Tomorrowâs will have a whole new set of questions to answer.
The designers of virtual worlds are the literal gods of those realities. Suppose Artificial Intelligence comes through and allows us to create non-player characters as smart as us. What are our responsibilities as gods? How should we, as gods, conduct ourselves?
How should we be gods
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Reliable Decision-Making with Imprecise Models
The rapid growth in the deployment of autonomous systems across various sectors has generated considerable interest in how these systems can operate reliably in large, stochastic, and unstructured environments. Despite recent advances in artificial intelligence and machine learning, it is challenging to assure that autonomous systems will operate reliably in the open world. One of the causes of unreliable behavior is the impreciseness of the model used for decision-making. Due to the practical challenges in data collection and precise model specification, autonomous systems often operate based on models that do not represent all the details in the environment. Even if the system has access to a comprehensive decision-making model that accounts for all the details in the environment and all possible scenarios the agent may encounter, it may be intractable to solve this complex model optimally. Consequently, this complex, high fidelity model may be simplified to accelerate planning, introducing imprecision. Reasoning with such imprecise models affects the reliability of autonomous systems. A system\u27s actions may sometimes produce unexpected, undesirable consequences, which are often identified after deployment. How can we design autonomous systems that can operate reliably in the presence of uncertainty and model imprecision?
This dissertation presents solutions to address three classes of model imprecision in a Markov decision process, along with an analysis of the conditions under which bounded-performance can be guaranteed. First, an adaptive outcome selection approach is introduced to devise risk-aware reduced models of the environment that efficiently balance the trade-off between model simplicity and fidelity, to accelerate planning in resource-constrained settings. Second, a framework that extends stochastic shortest path framework to problems with imperfect information about the goal state during planning is introduced, along with two solution approaches to solve this problem. Finally, two complementary solution approaches are presented to minimize the negative side effects of agent actions. The techniques presented in this dissertation enable an autonomous system to detect and mitigate undesirable behavior, without redesigning the model entirely
Interactive Sonic Environments: Sonic artwork via gameplay experience
The purpose of this study is to investigate the use of video-game technology in the design and implementation of interactive sonic centric artworks, the purpose of which is to create and contribute to the discourse and understanding of its effectiveness in electro-acoustic composition highlighting the creative process. Key research questions include: How can the language of electro-acoustic music be placed in a new framework derived from videogame aesthetics and technology? What new creative processes need to be considered when using this medium? Moreover, what aspects of 'play' should be considered when designing the systems? The findings of this study assert that composers and sonic art practitioners need little or no coding knowledge to create exciting applications and the myriad of options available to the composer when using video-game technology is limited only by imagination. Through a cyclic process of planning, building, testing and playing these applications the project revealed advantages and unique sonic opportunities in comparison to other sonic art installations. A portfolio of selected original compositions, both fixed and open are presented by the author to complement this study. The commentary serves to place the work in context with other practitioners in the field and to provide compositional approaches that have been taken
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Introduction. Resource Pack to Support Remote Learning
In response to the challenge to education systems presented by the global COVID-19 pandemic, UNICEF and the World Bank have created a set of seven Resource Packs about remote learning. The packs are designed to support government officials and staff in national and international agencies tasked with designing and implementing effective remote learning opportunities for children in development and humanitarian contexts.
Remote learning is the process of teaching and learning performed at a distance. Rather than having learners meet their teachers in person, learners are distanced from their teacher and possibly their peers as well. One of the consequences of COVID-19 is that almost every country has had to put in place remote learning programmes. The packs are therefore designed primarily to help you to enhance and improve the effectiveness of existing remote learning programmes.
This introductory Resource Pack considers the key elements of a âpedagogy-firstâ approach to remote learning, starting with the learner and learning, then considering technology options and your programmesâ broader approach to supporting learning. It discusses some of the most common considerations that remote programmes often overlook but which, if carefully considered, can lead to improved learning for more children
Disunity in society, fractures at home: family relating in the context of divisive socio-political issues
Section A
A systematic literature review conducted to identify and explore research that has investigated adult intrafamilial relationships and divisive political issues since 2016. Ten papers are included in the review. The studies are critiqued using a mixed-methods risk of bias tool. Findings are collated using narrative synthesis. The synthesis focuses on relational responsesâto divisive political issuesâthe potential reasons for these responses, and their consequences. Review findings are discussed in relation to previous theoretical and empirical literature. Finally, clinical and research implications are presented.
Section B
A grounded theory study to develop an understanding of adult intrafamilial invalidation in the context of social and political change. Brexit and COVID-19 serve as the contextual lens through which the phenomenon was observed. Data from 11 participants and 45 screening questionnaire respondents were analysed as part of the study. A model of family âRejection of Youâ experiences is presented outlining foundational and contextual factors that frame the experience, the experience itself, and relational, behavioural, cognitive, and emotional consequences. Findings are discussed in relation to previous theory and previous empirical research. Clinical implications are considered and possible directions for future research are set out
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